// Use this for initialization void Start() { line = FindObjectOfType <LineRenderer>(); WhiteBall = FindObjectOfType <WhiteBall>(); Text.text = "Hits: " + Hits; balls = FindObjectsOfType <NormalBall>(); }
private void Awake() { instance = this; rigid = GetComponent <Rigidbody>(); rigid.velocity = Vector3.zero; yellowBall = FindObjectOfType <YellowBall>(); redBall = FindObjectOfType <RedBall>(); }
// Start is called before the first frame update void Awake() { battente = GameObject.Find("Battente").transform; camera = CameraController.getInstance(); ball = battente.GetComponent <WhiteBall>(); line = GetComponent <LineRenderer>(); line.startWidth = 0.01f; line.endWidth = 0.01f; }
void Awake() { bball = Resources.Load <BlueBall>("BlueWarrior"); wball = Resources.Load <WhiteBall>("WhiteWarrior"); panel = transform.Find("Panel").gameObject; square = Resources.Load <Square>("Square"); triangle = Resources.Load <Triangle>("Triangle"); star = Resources.Load <Star>("Star"); }
void Start() { line = GameObject.FindGameObjectWithTag("apuntador").gameObject.GetComponent <LineRenderer>(); WhiteBall = FindObjectOfType <WhiteBall>(); Text.text = "Jugador 1: " + PuntosP1; Text2.text = "Jugador 2: " + PuntosP2; balls = FindObjectsOfType <NormalBall>(); goals = FindObjectsOfType <goal>(); turno = true; gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Jugador1, 0.0f), new GradientColorKey(Jugador1, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } ); line.gameObject.GetComponent <LineRenderer>().colorGradient = gradient; dibujarLineas(); }
public void CreateWarriors() { BlueBall bball_1 = Instantiate(bball, new Vector3(-6.5f, 3.5f, 0f), Quaternion.identity) as BlueBall; BlueBall bball_2 = Instantiate(bball, new Vector3(-3f, 0f, 0f), Quaternion.identity) as BlueBall; BlueBall bball_3 = Instantiate(bball, new Vector3(-6.5f, -3.5f, 0f), Quaternion.identity) as BlueBall; WhiteBall wball_1 = Instantiate(wball, new Vector3(6.5f, 3.5f, 0f), Quaternion.identity) as WhiteBall; WhiteBall wball_2 = Instantiate(wball, new Vector3(3f, 0f, 0f), Quaternion.identity) as WhiteBall; WhiteBall wball_3 = Instantiate(wball, new Vector3(6.5f, -3.5f, 0f), Quaternion.identity) as WhiteBall; foreach (var warrior in new GameObject[] { bball_1.gameObject, bball_2.gameObject, bball_3.gameObject, wball_1.gameObject, wball_2.gameObject, wball_3.gameObject }) { AddExtensions(warrior); jiEst++; jiEst = jiEst % 3; } }
public void Init(WhiteBall whiteBall, Field field, InputManager inputManager, Animations animations) { _whiteBall = whiteBall; _field = field; _inputManager = inputManager; _animations = animations; _cuePeak.position = _whiteBall.gameObject.transform.position; _currentCuePosition = _cue.position; _currentCuePeakRotation = _cuePeak.eulerAngles; inputManager.OnTouchDown += SetTouchDownData; _onTouchDrag = inputManager.OnTouchDrag += position => { Move(position); Rotate(position); }; inputManager.OnTouchUp += Hit; _onBallsStopped = _field.OnBallsStopped += _ => AlignWithWhiteBall(); _whiteBall.OnReset += AlignWithWhiteBall; }
public void Init(Ball[] allBalls, WhiteBall whiteBall, InputManager inputManager) { _allBalls = allBalls; _whiteBall = whiteBall; _inputManager = inputManager; }
public DragOperation() { cueBall = Pools.CueBall; constraint = Pools.CueBall.GetComponent <Constraint>(); }
public ShotBall(WhiteBall ball) { this.ball = ball; this.launchTime = Time.time; }
public DragOperation() { cueBall = Pools.CueBall; constraint = Pools.CueBall.GetComponent<Constraint>(); }